Dev Blog: The Masqueraider
Info - 20/02/2013 - 20:00

This Dev Blog article will show you the spells of the Masqueraiders: the three branches and specialties. All you need in order to prepare your build and decide which mask you’ll be wearing!

As you’ll see, Masqueraiders have a significantly different gameplay style compared to other classes.

The first 2 spells of each branch can be used no matter which mask you’re wearing. However, the other 3 spells can only be used if the Masqueraider is using the correct mask. The key word is adaptability!

A Masqueraider always starts a fight with a standard wooden mask without a special bonus, but allows him to play the first 2 spells of each elementary branch. Let’s have a closer look at these…

Water Branch

This branch is linked to the Coward Mask. Its main mechanics are escape, heal, and ranged shots. When things get complicated, you may hear a Masqueraider scream “Courage, run!”. A noble fight is good, but staying alive is better! The last three spells are focusing on Stings: the Masqueraiders spits stingers out of the “mouth” of his mask. Under this mask, he acts cowardly and shoots his stingers from a distance, running away from potential melee fights. The costs of his spells will therefore be shared between APs and MPs.

Air Branch

The Air branch is linked to the Classic Mask. When a Masqueraider equips it, he will unleash an incredible aura of charisma. His allies will feel reassured and know they can count on him (at least, as long as he doesn’t switch to the Coward Mask)! With this mask, the Masqueraider becomes a real sword fighting master. This branch is focused on melee combat and positioning. It’s mostly made of low cost “propulsion” spells and critical hits.

Clasampa: Teleport in the back of the target and hit him with your elbow. Cost: 2 AP. Range: 1-3 in line (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 1 – 17. Teleports in the back of the target and turns its gaze towards you. Pushes and follows the target by one cell. Collision damage lvl 0 – 100 = 1 – 7. Conditions: Classic Mask equipped, needs a target and 1 cell free behind the target.

Fire Branch

The Fire branch is linked to the Psychopath Mask. When putting it on, the brutal and bestial aspects of the Masqueraider take over. He loses control, left with only two thoughts in mind: murder and slaughter. The fire branch is oriented towards whips hidden in the horns of the mask. Its spells inflict strong area of effect damages for a high cost.

Haywire: The Masqueraider hits the ground with his hand. The hand reappears in each of the surrounding cells, hitting the enemy. Cost: 4 AP. Range: 0 square area of 9 cells (not modifiable). No Line of Sight. Damage lvl 0 – 100 = 5 – 48.

Psychosis: The blade of the Masqueraider penetrates the flesh of the enemy and deals damage. The Masqueraider then uses his weapon to get closer to the enemy. Cost: 5AP. Range: 1-4 in line, cross area (not modifiable). Line of Sight. Damage lvl 0 – 100 = 5 – 52. Moves in contact with the enemy and doesn’t deal damage to the Masqueraider. Conditions: Psychopath Mask equipped and needs a target.

Specialties

Active

Coward Mask: When covering his face with this mask, the Masqueraider feels the sudden urge to run away… As they say, courage is also about knowing when to run for your life. The Masqueraider receives an additional MP and a heal bonus each time he exits a lock area. Cost lvl 0 – 9 = 3 AP – 1AP. Range lvl 0 – 9 = 0 (not modifiable). Effect lvl 0: Equips the Coward Mask and applies the state “Close call” lvl 1 (in case of Dodge in a lock area +0% heal (1 turn) and +50% to obtain 1 MP (1turn). Effect lvl 9: Equips the Coward Mask and applies the state “Close call” lvl 10 (in case of Dodge in a lock area +20% heals (1 turn) and +100% to obtain 1 MP (1 turn)). Maximum +60% heal and +3 MP. If the Masqueraiders removes this Mask, he loses the state and bonus linked.

Psychopath Mask: Applies the state “Lunatic”, increasing the damage of the Masqueraider when he takes damage. If he isn’t hit, the Masqueraider loses his damage bonus. Cost lvl 0 – 9 = 3 AP – 1AP. Range lvl 0 – 9 = 0 (not modifiable). Effect lvl 0: Equips the Psychopath Mask and applies the state “Lunatic” lvl 1 (when hit by an enemy, +0% damage and -0% resists (the state is removed if the Masqueraider doesn’t deal damage for one turn)). Effect lvl 9: Equips the Psychopath Mask and applies the state “Lunatic” lvl 10 (when hit by an enemy, +15% damage and -5% resists (the state is removed if the Masqueraider doesn’t deal damage for one turn)). Maximum +150% damage and -50% resists. If the Masqueraider removes this Mask, he loses the state and bonus linked.

Masked Spirit: The Masked Spirit is a perfect double that disappears at the beginning of the following turn of the Masqueraider. This spirit has the same stats as the Masqueraider when it was summoned (except passives), and the same Mask without the bonus linked to it. It cannot lock. Cost lvl 0 – 9 = 6 AP & 2 WP – 3 AP & 2 WP. Range lvl 0 – 9 = 1 (not modifiable). Effect lvl 0: Summons a perfect double controlled by the Masqueraider with 0% chance to stay for a second turn. The Masqueraider receives the same damage as his double. Effect lvl 9: Summons a perfect double controlled by the Masqueraider with 100% chances to stay for a second turn. The Masqueraider receives the same damage as his double. Condition: 1/fight.

Passive

Releasing Wakfu: Bonus when the Masqueraider spends a WP. Effect lvl 1: +1% resists and 10% chance to obtain 1 AP. Effect lvl 20: +20% resists and +2 AP. Note: this bonus only applies for one turn and when the Masqueraider uses a WP spell. The gain can only trigger once per turn.

Drop the Act: With this passive, the Masqueraider can receive a state giving him chances to gain WP as soon as he deals a Critical Hit, leaves a lock zone, or kills an enemy. Effect lvl 1: +1 lvl of “Renewing” in case of Critical Hit by the Masqueraider, +1 lvl to “Renewing” if the Masqueraider leaves a lock area, +1 lvl to “Renewing” if the Masqueraider kills an opponent. Effect lvl 20: +10 lvl on the state “Renewing” in case of Critical Hit by the Masqueraider, +5 lvl to “Renewing” if the Masqueraider leaves a lock area, +20 lvl to “Renewing” if the Masqueraider kills an opponent. Note: The state “Renewing” evolves with the action of the Masqueraider and gives 1 WP when it reaches lvl 100. The state cannot trigger more than 3 times per turn, with a maximum of +30 levels per turn.

Carnival: This spell allows the Masqueraider to lend one of his unused masks to an ally. Effect lvl 1: +1 Range on spells linked to Masks, +3 AP if a Mask is used on an ally, and 4% chance that the ally keeps the Mask at the end of his turn. Effect lvl 20: +1 Range on spells linked to Masks, +3 AP if a Mask is used on an ally, and 80% chance that the ally keeps the Mask at the end of his turn. Note: The Masqueraider can only lend a Mask that he doesn’t use. If he changes his Mask to take one already used, the one on his ally disappears. The test deciding if the ally can keep the mask is passed at the end of the next turn of the Masqueraider.

Master Masqueraider: This passive combines bonuses from the three Masks. It improves Dodge, Critical Hits damage, and offers a HP bonus when the Masqueraider kills an opponent. Effect lvl 1: +2 Dodge, +2% Critical Hits damage and Heals 0% of the max HP of the Masqueraider when he kills an opponent. Effect lvl 20: +40 Dodge, +40% Critical Hits damage and Heals 10% of the max HP of the Masqueraider when he kills an opponent.

The strength of the Masqueraider lies in his polyvalence. Why? Because it gives him a great advantage over his enemies: the element of surprise! The Masqueraider is a real combat schizophrenic that will take some thinking before you can master it… If you were to face a Masqueraider, always remember to try to be as flexible as he is.

Keep in mind that the values given in this devblog are for informational purposes only. They could change (as well as some effects) when the update is implemented on February 26th. Also note, that spells names are temporary translations and not yet the official ones.

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